Report: The Necessity Of Datacenters For Cloud Gaming Hitskin_logo Hitskin.com

This is a Hitskin.com skin preview
Install the skinReturn to the skin page

Aetherius Network

Would you like to react to this message? Create an account in a few clicks or log in to continue.
Aetherius Network

International multi-gaming guild since 2006.

Come chat with us on Discord! It's where everyone is at now! https://discord.gg/aBSngGf
Check out our Aetherius Network Facebook Page to see upcoming news and/or enter giveaways.
Follow us on Twitter!

    Report: The Necessity Of Datacenters For Cloud Gaming

    Shu
    Shu
    Celestial Council
    Celestial Council


    Male
    Number of posts : 10794
    Location : Singapore
    IGN[Game NickName] : Ashura/Iori Yagami
    Current Status : Busy at Work
    Registration date : 2008-03-31

    Report: The Necessity Of Datacenters For Cloud Gaming Empty Report: The Necessity Of Datacenters For Cloud Gaming

    Post by Shu Thu Jun 23, 2011 9:27 pm

    Report: The Necessity Of Datacenters For Cloud Gaming Datacenter



    As OnLive and Gaikai are proving, cloud gaming -- that
    is, streaming gameplay from an external source rather than relying on
    local processing power -- is a reality. OnLive is already in the hands
    of consumers, GameStop's upcoming service has been demonstrated in
    public venues, and Gaikai is striking up some impressive partnerships with companies such as Walmart and Electronic Arts.

    "Cloud gaming is the future,"
    Crytek CEO Cevat Yerli recently told us, and he's not alone in these
    sentiments. But so far, the reality of cloud gaming has been in
    expensive dedicated datacenters, which may not be a viable solution if
    cloud gaming is to become something as prevalent as "the future."

    The organizers of the upcoming Cloud Gaming USA 2011
    expo got a number of industry experts to weigh in on the subject,
    asking if datacenters were completely necessary for cloud gaming or if
    games could be optimized for easier streaming at the development stage.

    "It's our responsibility as publishers to look at the latency issue from
    all sides," said THQ's Brian Farrell, who admits that game makers can
    make games that are specifically tailored to streaming.

    "Whether that means reducing the video resolution or coding specifically
    for an online game logic or adding more server locations, the potential
    solutions vary widely," he explained.

    David Perry of Gaikai, which differentiates itself from OnLive by
    operating 24 datacenters as opposed to the latter's 3, stresses that
    they are the only solution.

    "This is never going to be easy," he said. "Anybody that wants to stand
    up a real cloud network for gaming has to cover the world at a
    critically close proximity to the users."

    A massive amount of datacenters is the only way to make cloud gaming a
    reality, says Perry, because "you're dealing with physics" and the
    limitations of the speed of light. OnLive CEO Steve Perlman recently told Gamasutra that the need for numerous datacenters was a "misconception."

    Major game retailer GameStop recently purchased
    streaming technology company Spawn Labs, which has been working on an
    OnLive-like consumer-facing streaming service since last year.

    According to GameStop's Tony Bartel, datacenters are a necessity, and
    the company thinks that it will solve latency with a large amount of
    them.

    "We believe that our technology will get latency to a point where it's
    imperceptible even to a very discerning gamer," he said. "We're going to
    continue to drive that down, as I'm sure OnLive and Gaikai are."

    Bartel, Perry and Farrell will all speak at the Cloud Gaming USA
    conference in September. The report that these interviews were published
    in is available for free at the conference website.

      Current date/time is Fri Nov 22, 2024 8:05 am